<html><head><title>RenderWorld</title></head>
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<font face="Arial" size="2"><p align="center"><b><font size="4">RenderWorld()</font></b></p>
<p><b>Syntax</b></p><blockquote>
Result = <font color="#006666"><b>RenderWorld</b></font>([ElapsedPhysicTime])</blockquote>

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<b>Description</b><br><blockquote>

Renders the whole world on the screen. This function should be called once all 3D operations are 
finished and only one time per frame. 

</blockquote><p><b>Parameters</b></p><blockquote>
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<table width="90%" class="parameters">
<tr><td width="10%"><i>ElapsedPhysicTime (optional)</i></td>
<td width="90%"> 
If set it will force the physic engine to use this value, in milliseconds, as elapsed time since the last call of RenderWorld. 
It can be useful to makes the physic simulation faster or slower than real-time. 

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</blockquote><p><b>Return value</b></p><blockquote>

Returns the elapsed time since the last frame in milliseconds. It can be useful to have an accurate time based simulation 
if the frame render time isn't stable. 

</blockquote><p><b>Remarks</b></p><blockquote>

Once the RenderWorld() function has been performed, it's possible 
to use regular 2D functions like <a href="../sprite/displaysprite.html">DisplaySprite()</a> to display 2D sprites over the 3D world. 

</Blockquote><p><b>Supported OS </b><Blockquote>All</Blockquote></p><center><- <a href=raypick.html>RayPick()</a> - <a href=index.html>Engine3D Index</a> - <a href=roll.html>Roll()</a> ->

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